Title : 
Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulator
         
        
            Author : 
Yamamoto, Koji ; Mizuno, Seiya ; Chun Yin Chu ; Thawonmas, Ruck
         
        
            Author_Institution : 
Intell. Comput. Entertainment Lab., Ritsumeikan Univ., Kusatsu, Japan
         
        
        
        
        
        
            Abstract : 
This paper proposes an artificial intelligence algorithm that uses the k-nearest neighbor algorithm to predict its opponent´s attack action and a game simulator to deduce a countermeasure action for controlling an in-game character in a fighting game. This AI algorithm (AI) aims at achieving good results in the fighting-game AI competition having been organized by our laboratory since 2013. It is also a sample AI, called MizunoAI, publicly available for the 2014 competition at CIG 2014. In fighting games, every action is either advantageous or disadvantageous against another. By predicting its opponent´s next action, our AI can devise a countermeasure which is advantageous against that action, leading to higher scores in the game. The effectiveness of the proposed AI is confirmed by the results of matches against the top-three AI entries of the 2013 competition.
         
        
            Keywords : 
artificial intelligence; computer games; AI algorithm; MizunoAI; artificial intelligence; fighting-game countermeasureS; game simulator; k-nearest neighbor algorithm; Artificial intelligence; Classification algorithms; Computers; Data mining; Delays; Games; Prediction algorithms;
         
        
        
        
            Conference_Titel : 
Computational Intelligence and Games (CIG), 2014 IEEE Conference on
         
        
            Conference_Location : 
Dortmund
         
        
        
            DOI : 
10.1109/CIG.2014.6932915